# Copyright 2020 Hsueh-Ti Derek Liu # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # https://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. import bpy def setMat_plastic(mesh, meshColor, AOStrength = 0.0): mat = bpy.data.materials.new('MeshMaterial') mesh.data.materials.append(mat) mesh.active_material = mat mat.use_nodes = True tree = mat.node_tree # set principled BSDF tree.nodes["Principled BSDF"].inputs['Roughness'].default_value = 0.3 #tree.nodes["Principled BSDF"].inputs['Sheen Tint'].default_value = [0, 0, 0, 1] tree.nodes["Principled BSDF"].inputs['Sheen Tint'].default_value = 0 tree.nodes["Principled BSDF"].inputs['Specular'].default_value = 0.5 tree.nodes["Principled BSDF"].inputs['IOR'].default_value = 1.45 tree.nodes["Principled BSDF"].inputs['Transmission'].default_value = 0 tree.nodes["Principled BSDF"].inputs['Clearcoat Roughness'].default_value = 0 # add Ambient Occlusion tree.nodes.new('ShaderNodeAmbientOcclusion') tree.nodes.new('ShaderNodeGamma') MIXRGB = tree.nodes.new('ShaderNodeMixRGB') MIXRGB.blend_type = 'MULTIPLY' tree.nodes["Gamma"].inputs["Gamma"].default_value = AOStrength tree.nodes["Ambient Occlusion"].inputs["Distance"].default_value = 10.0 tree.nodes["Gamma"].location.x -= 600 # set color using Hue/Saturation node HSVNode = tree.nodes.new('ShaderNodeHueSaturation') HSVNode.inputs['Color'].default_value = meshColor.RGBA HSVNode.inputs['Saturation'].default_value = meshColor.S HSVNode.inputs['Value'].default_value = meshColor.V HSVNode.inputs['Hue'].default_value = meshColor.H HSVNode.location.x -= 200 # set color brightness/contrast BCNode = tree.nodes.new('ShaderNodeBrightContrast') BCNode.inputs['Bright'].default_value = meshColor.B BCNode.inputs['Contrast'].default_value = meshColor.C BCNode.location.x -= 400 # link all the nodes tree.links.new(HSVNode.outputs['Color'], BCNode.inputs['Color']) tree.links.new(BCNode.outputs['Color'], tree.nodes['Ambient Occlusion'].inputs['Color']) tree.links.new(tree.nodes["Ambient Occlusion"].outputs['Color'], MIXRGB.inputs['Color1']) tree.links.new(tree.nodes["Ambient Occlusion"].outputs['AO'], tree.nodes['Gamma'].inputs['Color']) tree.links.new(tree.nodes["Gamma"].outputs['Color'], MIXRGB.inputs['Color2']) tree.links.new(MIXRGB.outputs['Color'], tree.nodes['Principled BSDF'].inputs['Base Color']) class colorObj(object): def __init__(self, RGBA, \ H = 0.5, S = 1.0, V = 1.0,\ B = 0.0, C = 0.0): self.H = H # hue self.S = S # saturation self.V = V # value self.RGBA = RGBA self.B = B # birghtness self.C = C # contrast